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2v2 Battling Guide Version 4.5 (see last post) http://m.psypokes.com/forums/viewtopic.php?f=34&t=718 |
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Author: | Dr.DoubleDuel [ Sat Dec 11, 2004 9:50 am ] |
Post subject: | 2v2 Battling Guide Version 4.5 (see last post) |
Hello. If you cannot tell, my name is Dr.DoubleDuel and this is the 2v2 Battling Guide. If you are new to this forum or do not know what 2v2 Battling is, I suggest you read the "Before You Post" thread first. Anyway, on with the guide. NOTE: Please read the NOTES as they are extremely important and helpful. Table of Contents Introduction -What is 2v2 Battling? -Pros and Cons -Version History Strategy -Offensive Attacks -Defensive Attacks -Abilites (General) -Abilities (with Skills) -Leveling Pokemon -Sample and Contributed Teams Hall of Fame -Rating Team -Hall of Fame Teams Credits Conclusion Introduction What is 2v2 Battling? 2v2 Battling is a new and unique style of battling that was introduced by Pokemon Ruby and Sapphire. This new aspect involves twice as many pokemon used in the older versions. In other words, its a 2 on 2 mayhem that includes more fun, more battle time, and much much much more strategy. No matter what you call it... 2v2 Battling, Double Dueling, etc, it still has the same meaning. Pros and Cons Pros: Longer Battles (or Shorter, depends on how you react to the battle), More Strategy, and More Fun! Cons: None, unless you don |
Author: | Dr.DoubleDuel [ Sat Dec 11, 2004 9:50 am ] |
Post subject: | Re: 2v2 Battling Guide |
Pokemon Sample and Contributed Teams Here are some Sample and Contributed Teams. NOTE: OMIT means free. It is open for any free skill you like. NOTE: I DO NOT take credit for most of these teams. About 95% of them are NOT of my work. NOTE: OPEN AUTHORIZATION POLICY: Please be informed that you are to agree to give the author full authorization access to any teams posted within the guide. I would like the guide to be in a certain order so no confusion will come. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Charcoal Ability: Blaze ~Flamethrower ~Focus Energy ~Sunny Day ~Sky Uppercut Item: To Be Determined Ability: Poison Point ~Aromatherapy ~Synthesis ~Solarbeam ~OMIT Strategy: This team is great for people that like to go against rookies. Not many people notice that Roselia can die quickly and is dependent on Sunny Day. Anyway, there are some good points. Sunny Day strengthens the fire power of Blaziken, while it grants infinite times of Solarbeams that Roselia can shoot. It also grants a greater effect when Roselia uses Synthesis. Aromatherapy is used to return the status aliments of your party to normal. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Mystic Water Ability: Marvel Scale ~Surf ~Recover ~Rain Dance ~Attract Item: Magnet Ability: Lightningrod ~Thunder ~Thunder Wave ~OMIT ~Attract Strategy: This group is mainly for annoyance, yet it is also a well-rounded defensive team. Make sure Milotic is female and Manectric is male. With having a female and male with Attract, no pokemon can resist the lovey-dovey power! Hehe. Anyway, this team is also great cuz Surf attacks both enemies, Rain Dance strengthens Surf, Rain Dance also increases the accuracy of Thunder, and Thunder Wave can insure a lower chance of getting hit. Also, Manectric's Lightningrod ability can help out Milotic alot cuz she is vulnerable to electric-based attacks. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Color Change ~Psybeam ~Icebeam ~OMIT ~Substitute Item: To Be Determined Ability: Color Change ~Flamethrower ~Thunderbolt ~OMIT ~Substitute Strategy: Double the Trouble, literally. This team is basically the gods of special attack teaming. As you can tell, this team can cover alot of types, but it can also withstand alot of them too. Color Change allows them to take any damage unless they are attacked by their weakness (especially Dragon-Types). Anyway, Subsitute can work very well too, since it takes all sorts of damage. Well, I guess they are gods . ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Sturdy ~Spikes ~Toxic ~Sandstorm ~OMIT Item: To Be Determined Ability: Sand Veil ~Slash ~Swords Dance ~Rest ~OMIT Strategy: A very basic TSS'er team (Toxic Spikes and Sanstorm). With Skarmory and Sandslash being immune to Sandstorm, they are at an advantage. Also, Sandslash has Sand Veil, which raises evasion while a sandstorm is out. Anyway, Skarmory is the TSS'er and Sandslash is there to do the damage. Easy enough to understand, I think... ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Mystic Water Ability: Volt Abosrb ~Confuse Ray ~Thunder Wave ~Attract ~Surf Item: To Be Determined Ability: Battle Armor ~Swords Dance ~Slash ~Rest ~OMIT Strategy: Another basic team. Lanturn is a Parattractafusion pokemon. If you do not know what that means, its a pokemon that uses a Paralyzing Move, such as Thunder Wave, Attract, and a Confusing move, such as Confuse Ray. This can really annoy an opponent. They are parazlyed, which halfs the percentage of attacking, attracted, which halfs the paralyzing half (25%), and if they do attack, they have a lowered half percent to attack. Which comes to about 10 to 15 percent. Anyway, while Lanturn annoys the hell out of the enemy, Armaldo devastates with his enormous power. Add that to Swords Dance, and you got one hell of a team. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Cloud Nine ~Tail Whip ~Screech ~Facade ~OMIT Item: To Be Determined Ability: Lightningrod ~Tail Whip ~Scary Face ~Focus Punch ~OMIT Strategy: Like the Kecleon Keclon team, except this time they are the gods of Physical Sweeping. Tail Whip, Screech, and Scary Face all lower the enemies' defense by alot. This can really add up, since both of these pokemon have high attack stats. Now, add the damage of Focus Punch and Facade, and you got a nice team. Also, Cloud Nine prevents any use of weather changing skills, so good news for the Physical Sweepers. And, Lightningrod keeps electrical moves away from Golduck, which really helps out, since he is a Water pokemon. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Shadow Tag ~Mirror Coat ~Counter ~Destiny Bond ~Safeguard Item: To Be Determined Ability: Pressure ~Perish Song ~Swords Dance ~Slash ~Taunt Strategy: This team is a combination of Annoyers, Perish Singers, Physical Sweepers and Special Sweepers. Wobbuffet's Mirror Coat and Counter can back track any attack given to it, and with Absol having Taunt, it is possible the enemy will attack Wobbuffet. Destiny Bond and Perish Song are means of sacrificing. Safeguard protects both pokemon against status aliments, which is good, and Absol is the Physical Sweeper. Kind of like a bad luck group if you ask me. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Synchronize ~Psychic ~Calm Mind ~Hypnosis ~Dream Eater Item: To Be Determined Ability: Cute Charm ~Sing ~Rest ~Disable ~Sweet Kiss Strategy: This team is like an annoyance gold mine. Wigglytuff has Sing, Disable, and Sweet Kiss, along with its abilit, Cute Charm. So... Sleep, Disabled Skill, Confusion, and Attract all in one! Gardevoir is kind of like a nightmare. Hypnosis goes first, then Dream Eater bugs the hell out of the enemy. Not to mention Calm Mind mixed in with its natural high Special Attack stats makes a mean Psychic. So, Gardevoir is the killer, while Wigglytuff is there to insure that no one can move. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Synchronize ~Calm Mind ~Psychic ~Light Screen ~Safe Guard Item: To Be Determined Ability: Cloud Nine ~Psychic ~Surf/Hydro Pump ~Disable ~OMIT Strategy: Mainly another Special Sweeper group. Gardevoir protects the team with Light Screen and Safe Guard, while Golduck's ability, Cloud Nine, insures that no other special sweepers don't get a weather-influenced boost. The only main problem is Golduck. Golduck cannot learn Psychic any way other than through breeding. I am not sure if Psychic is very necessary, but I found double teaming with Psychic to be very effective and annoying, since not that many pokemon can counter/avoid it. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Lightning Rod ~Rock Slide/Rock Blast/Hidden Power Rock ~MegaHorn ~SunnyDay ~OMIT Item: Salac Berry Ability: Blaze ~Endure ~Reversal ~Flamethrower ~OMIT Strategy: I though of this one 10 minutes ago. Blaziken starts off with Endure and Rhydon with Earthquake, damaging all other Pokemon (great starter). Blaziken takes damage, though this is a good thing since his HP will go down to 1, also the SalacBerry will be activated making him one speedy demon. Now you are probably asking... why SunnDay on Rhydon? Well if you haven't noticed this duo is very vulnerable to Surf, so SunnyDay will weaking it by half, which may be enough to go out with one more turn. After that, Blaziken sweeper with Reversal usally only taking one maybe two turns at most, though if there is a Ghost pokemon Flamethrower should take it out (remember it has power-ups from Blaze, Sunnyday, and STAB). Rhydon, for the remainder of the fight, sweeps with Megahorn or it's Rock move, since Earthquake will kill Blaziken. EV's are important for Blaziken, they are to be put in Speed and Attack. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Levitate ~Earthquake ~Rock Slide/Hidden Power Rock ~Crunch ~DragonClaw Item: Leftovers Ability: Levitate ~Earthquake ~Rock Slide/Hidden Power Rock ~Crunch ~Dragon Claw Strategy: Not much to say about this one. Classic 2v2 physical sweeping gang. All you got to do is go EQ crazy! And if you stumble apon a Flying type just hit it with your Rock move. Crunch and DragonClaw should take care of most of the Levitating typs (all except Weezing). EV's go in Attack and Speed. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: King's Rock Ability: To Be Determined ~ThunderWave ~Substitue ~RainDance ~Surf Item: King's Rock Ability: To Be Determined ~Confuse Ray ~Substitue ~Surf ~Psychic Strategy: An annoyer/special sweeper combo. Once both enemies have paralysis and confusion and both Starmies are hiding behind Substitue, there is little that the enemy can do to damage you. RainDance is then cast to amplify the power of Surf. Refresh ConfuseRay when needed. Sweep with Surf hoping for a flinch. Psychic is also there for all those water resistant types. This battle should last only a few turns, there is little the enemy can do to stop you. EV's in Speed and Special Attack. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers/Lum Berry Ability: Traunt ~Bulk Up ~Slack Off ~Return ~Brick Break Item: Leftovers Ability: Pressure ~Skill Swap ~Shadow Ball ~OMIT/Confuse Ray ~OMIT/Curse/Toxic Strategy:A fun one. Slaking starts charging with BulkUp and Dusclops uses SkillSwap on Slaking and then again on the most threatening Pokemon the enemy has. While Slaking is charging with BulkUp it may have to heal with SlakOff. Once Slaking has charged up 3-6 times start sweeping with Return/BrickBreak. Dusclops is also sweeping with ShadowBall though it may also want to use other supporting moves such as ConfuseRay to annoy the opponent. EV's should be in HP and Attack. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Shell Bell Ability: To Be Determined ~Flamethrower ~Icebeam ~Thunderbolt ~Surf Item: Shell Bell Ability: To Be Determined ~Crunch ~Earthquake ~Aerial Ace ~Brick Break Strategy: The two dragons that hit everything (super effective), except Weezing and Sableye as well as maybe some others ones that I havn't thought of right know. Anyway, very straight forward. Dragonite is the special sweeper and Salamence is a mixture of both, the only reason why Salamence has Crunch is because it is the only thing that will hit Ghost and Psychic, too bad it can't learn ShadowBall. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Lum Berry Ability: Synchronize ~Dream Eater ~Calm Mind ~Thunder Wave ~OMIT @Leftovers Item: Leftovers Ability: To Be Determined ~Spore ~Brick Break ~Swords Dance/Brick Break ~OMIT Strategy: This is kind of like the Gardevoir and Clefable one you already have. Breloom casts Spore on the opponent while Gardevoir is charging with CalmMind. Gardevoir then sweeps with DreamEater and Breloom charges up with SwordDance/BulkUp. Spore is reused if the opponent awakes. BrickBreak is then used by Breloom to finish things off if Gardevoir already hasn't with DreamEater. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Rain Dance ~Hidden Power Ice ~Thunder ~Protect Item: Cheri Berry Ability: To Be Determined ~Hydro Pump ~Icebeam ~Protect ~Hidden Power Grass Strategy: Yes, I know you need to trade with Fr/Lg to get Zapdos, but as I said, RSFLE is all one generation. Anyway, Kingdra protects, Zapdos rain dances. Kingdra now has 500+ speed and a 180 base Hydro Pump that kills almost everything in one hit. HP grass is there in case any freaky Quagsires with water absorb come along. And Zapdos now gets a 100% acc Thunder that isn't affected by evasion. Of course any electric pokemon could take Zapdos's place, but zapdos is ideal as it is the only electric poke with immunity to ground moves. And as I said, earthquake is one of the most used moves in 2vs2. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Cheri Berry/Leftovers Ability: To Be Determined ~Solar Beam ~Psychic ~Sleep Powder ~Hidden Power Fire Item: Leftovers Ability: To Be Determined ~Fire Blast ~Sunny Day ~Mimic ~Heat Wave Strategy: Have Moltres use sunny day on the first turn out while exeggutor induces sleep on one of your opponent's pokes. Next, have Eggy Solarbeam all you want it to with its newfound 400+ speed thanks to chlorophyll. If you like being sneaky, have Moltres use Mimic on Eggy the same turn Eggy uses Solarbeam, and now you have double the solar power. Fire Blast + Moltres's high SA power plus STAB should be more than enough to kill a whole bunch of opponent's pokemon. Heat Wave is there for the purpose of being able to hit both opponents at the same time, but at half power. Most of the time you should be using Fire Blast or SolarBeam instead, but Heat Wave is nice when you know you can kill both opponents in one hit. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Drought ~AerialAce ~Earthquake ~AncientPower ~Bulk Up Item: White Herb Ability: Blaze ~Endure ~Reversal ~Flamethrower ~RockSlide Strategy: To start this match Groudon uses Earthquake to damage all other Pokemon, Blaziken included. to prevent from dying Blaziken uses Endure to put it's HP down to 1. If SalacBerry attached then it will have a huge Speed Boost and it likely to be the fasted Pokemon in the ring. Groudon then charges SwordsDance once of twice and then sweeps with AncientPower/AerialAce since Earthquake will kill Blaziken. Blaziken one the other hand always sweeps with Reversal, though it there is a Ghost Pokemon in the ring and/or Fighting resistant Pokemon. It uses it's Fire move. The Fire move should knock the Pokemon out since it has 3 Power-Ups (STAB, Blaze, SunnyDay). EV's for Groudon should be in Attack and Speed with a Modest Nature. Blaziken should have then in Speed and split in Attack and Sp. Att and a Hasty Nature. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftover Ability: To Be Determined ~Surf ~Ice Beam ~Thunderbolt ~Confuse Ray Item: Lum Berry Ability: To Be Determined ~Spore ~Aromatherapy ~Light Screen ~HP Bug Strategy: Parasect serves as the supporter, using Spore to inflict sleep and Aromatherapy to heal Lanturn of status. HP Bug pretty much serves as an attack, dealing with Lanturn's weakness to Grass types. Light Screen helps it to live longer. Lanturn serves as the attacker, and still covers most of Parasect's weaknesses handily (vice versa). Boltbeam+Surf will hurt many Pokemon, plus covers many of the team's weaknesses. Confuse Ray helps to stall for a bit more time. I think Thunder Wave may be substituted for one of the attacks if you're worried about Sleep Clause. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Sand Stream ~Crunch ~Thunder ~Rock Slide ~Blizzard Item: Brightpowder Ability: Clear Body ~Meteor Mash ~Psychic ~Shadow Ball ~Brick Break Strategy: This team is offensive. Neither Tyranitar or Metagross is affected by the Sand Stream ability that Tyranitar has. Metagross can take care of fighting, ice, normal, dark, poison, psychic and rock pokemon, and Tyranitar can take care of fire, water, flying, bug, grass, psychic, ghost, ground, dragon, and ice pokemon. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Surf ~Psychic ~Thunder Wave ~Protect/Icebeam Item: Leftovers Ability: To Be Determined ~Flatter ~Earthquake ~Rock Slide ~Helping Hand/OMIT Strategy: An old combo, but can still work if used right. Have Nidoking use Flatter on slowbro, its as simple as that. Slowbro paralyzes while Nidoking Flatters Slowbro and boosts Slowbro's SA. Then let loose with Surf/Psychic and watch the fun begin. Recommended to have Nidoking use Helping Hand only when Slowbro uses Surf, just to make up for the fact Surf's base power is halved in 2vs2. Have Slowbro protect when Nido uses earthquake if slowbro has it. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Return ~Shadow Ball ~Curse/Brick Break ~Slack Off Item: Leftovers Ability: To Be Determined ~Skill Swap ~Rest ~Calm Mind ~Will-o-wisp Strategy: Use Skill Swap on Slaking to get Truant off Slaking and on Dusclops, use Curse to increase Slaking's Attack stats and then attack using Slaking while tanking with Dusclops. Will-o-wisp for annoyance and to reduce Attack of the opponent. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers/Petaya Berry Ability: Natural Cure ~Surf ~Ice Beam ~Psychic ~Thunder Item: Leftovers Ability: Swift Swim ~Rain Dance ~Dragonbreath ~Hidden Power Grass/Dark ~Surf Strategy: The two of them together can take on Fire, Rock, Ground, Steel, Ice, Dragon, Grass, Water, Flying, Fighting, Poison, Ghost, and Psychic. Also, most Bugs are part Poison or part Flying. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Rain Dish ~Rain Dance ~Toxic ~Leech Seed ~Dive Item: Petaya Berry Ability: Swift Swim ~Confuse Ray ~Surf ~Ice Beam ~Psychic Strategy: Ludicolo uses Toxic and Leech Seed on both opponents after he Raindanced Gorebyss upto speed and so his Rain Dish kicks in. Gorebyss can confuse the Seeded and Poisoned oponents if needed and he is fast enough to make a hell of a sweeper. Ludicolo regains a lot of health due to the double Leech Seed, Rain Dance and Leftovers. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Petaya Berry Ability: To Be Determined ~Psychic ~Thunderbolt ~Giga Drain ~Destiny Bond Item: Lum Berry Ability: To Be Determined ~Earthquake ~Aerial Ace ~Rock Slide ~Hidden Power Ghost Strategy: This team sweeps about anything and with Arena Trap and Destiny Bond it can be a pain. It completely pwns the common Swampert/Charrizard combo and many others. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Follow Me ~Softboiled ~Seismic Toss/Calm Mind ~Thunder Wave/Ice Beam Item: Salac Berry Ability: To Be Determined ~Belly Drum ~Substitute ~Earthquake ~Hidden Power Flying Strategy: The infamous Fablezard combo. Basically, Clefable uses Follow Me while Charizard uses Substitute, then Follow Me again and Charizard Belly Drums this time. Try to have Charizard's HP EVs set up so that its HP is perfectly divisible by 4, that way once it Belly Drums, Salac Berry will activate at 25% HP, making charizard not only have the equivalent of 3 Swords Dances, but have close to 450 speed and a Substitute still up. Charizard Can then go on a sweeping rampage. The only thing that can possibly mess up this combo badly is if Clefable goes down before Charizard can Drum or if a multitarget move (Rock Slide) is used. The Clefable moveset is entirely up to you (JSYK, Clefable does learn Softboiled, but Moonlight also works.) Personally I prefer the Thunderwave set, but alot of people I know have tried the Calm Mind version of the Follow Me Fable and claimed it works, so I'll add that as well. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Brightpowder Ability: Sturdy ~Earthquake ~Thunder Wave ~Rock Slide ~Double Team Item: Brightpowder Ability: Speed Boost ~Facade ~Swords Dance ~Double Team ~Shadow Ball Strategy: With Earthquake then only the opponents suffer when it can't touch Ninjask. Nosepass' Thunder Wave used on Ninjask, Facade will be more powerfull and Speed Boost will give Ninjask the speed it lost. With Brightpowder and Double Team on both, they will be nearly untouchable. And Swords Dance will increace Facade and Shadow Ball's power. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Quick Claw Ability: Clear Body ~Any Ice Attack ~Superpower ~Curse ~Protect Item: Leftovers Ability: Inner Focus ~Toxic ~Confuse Ray ~Screech ~Haze Strategy: With the ice attack Regice has it gains that extra power it needs. With Curse Regice will gain the power it will loose in Superpower, and Quick Claw may help since it might go first. With Crobat, he/she poisons the enemy with Toxic followed by Confuse Ray then Screech (this will make the enemy attack itself but will do more damage with every Screech attack and with Toxic's power the opponent goes down quickly). Then if Regice's speed is very low and Toxic will finish the enemy then Crobat can use Haze to help heal Regice so they can be ready for the next fight. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Pick Up ~Tackle ~Tail whip ~Growl ~Headbutt Item: To Be Determined Ability: Blaze ~Scratch ~Growl ~Focus Energy ~Ember Strategy: Okay, first growl both. Then next turn have Torchic use focus energy and Zigzagoon tail whip. Next have Zigzagoon continue tail whipping and Torchic attack with scratch or ember. Fairly strong for begginers. Plus, you'll get a free item! NOTE: The Zigzagoon/Torchic Team is only a Team for Low Level Dueling and for fun. Please do not use this when fightning on a serious battle. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Flatter ~Attract ~Substitute ~Sludge Bomb Item: Leftovers Ability: Own Tempo ~Amnesia ~Surf ~Ice Beam ~Psychic Strategy: With Flatter and Own Tempo you can max out slowbro's special attack in 3 truns, amnesia does the same for special defense. When Slowbro is powered up use Nidoqueen to attract and Sub which will annoy the opponent to bits while you pwn everyone with Slowbro. Slowbro works better then Slowking since Slowbro has better defense. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Intimidate ~Earthquake ~Aerial Ace/Hidden Power Flying ~Taunt/Hidden Power Rock ~Dragon Dance Item: Leftovers Ability: Intimidate ~Dragon Claw ~Fire Blast ~Hydro Pump ~Hidden Power Electric Strategy: Old double intimidate strategy. This can throw teams off guard sometimes as they usually expect Salamence to be a dragon dancer as well. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Flatter ~Attract ~Sludge Bomb ~Shadow Ball Item: Leftovers Ability: Growth ~Leech Seed ~Substitute ~Leaf Blade ~Dragon Claw/Hidden Power Fire Strategy: Basically you Sub with Sceptile and use Nidoqueen to power him up with Flatter. Leech Seed + Leftovers will provide suffici |
Author: | Nido [ Sat Dec 11, 2004 12:00 pm ] |
Post subject: | |
If you don't mind... I'm going to add this to the Trainer's Guide thread. Of course, full credit WILL be given to you. It will also appear on the site. Thanks! |
Author: | Dr.DoubleDuel [ Sat Dec 11, 2004 2:05 pm ] |
Post subject: | |
Sample and Contributed Teams (continued) Had to continue on another post... Ran out of room for more teams. Anyway... ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers/Chesto Berry Ability: To Be Determined ~Psych Up ~Shadow Punch ~Seismic Toss/Rest ~Toxic Item: Salac Berry Ability: To Be Determined ~Double Team ~Psychic ~Moonlight ~Shadow ball Strategy: Umbreon keeps on using Double Team while Dusclops Toxics the opponent. Then Dusclops uses Psych Up on Umbreon so they can stay in battle for a long while. Psychic covers Umbreon's Fighting weakness and if you chose Seismic Toss over Rest then that can defeat the Dark types. Attack with Psychic, Shadow Ball and Shadow Punch and Rest/Moonlight when necessary. Basically annoy your opponent and win! ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Shell Bell Ability: Over Growth ~Sleep Powder ~Sunny Day ~Synthesis ~Solar Beam Item: To Be Determined Ability: Flame Body ~Flame Thower ~Substitute ~Thunder Punch ~Focus Punch Strategy: To Be Determined ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Shell Bell Ability: Damp ~Surf ~Perish Song ~Ice Beam ~Belly Drum Item: Focus Band Ability: Sound Proof ~Thunder Bolt ~Mirror Coat ~Protect ~Return Strategy: To Be Determined ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: Synchronize ~Psychic ~Brick Break ~Earth Quake ~Amnesia Item: Leftovers Ability: Synchronize ~Double Team ~Rest ~Shadow Ball ~Baton Pass Strategy: To Be Determined ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Petaya Berry Ability: To Be Determined ~Solarbeam ~Sunny Day ~Dragon Claw ~Iron Tail Item: Focus Band Ability: To Be Determined ~Flamethrower ~Crunch ~Torment ~Shadow Ball Strategy: This works pretty well, the only real bad issue is protecting Houndoom from fighters, but it's still good. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Shell Bell Ability: Pressure ~Psychic ~Substitute ~Flamethrower ~Recover Item: Leftovers Ability: Poison Point ~Flatter ~Toxic ~Brick Break ~Ice beam Strategy: Mewtwo substitutes while Nidoqueen Flatters. Flatter 2 more times and mewtwo is a wreckage machine!! Double Kick takes care of Dark Types while toxic is there to poison those tanks. Mewtwo recovers when necessary, but mainly Mewtwo sweep with Flamethrower/Psychic, and Nidoqueen is there as a back up. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Charcoal Ability: Blaze ~Flamethrower ~Brick Break ~Bulk Up ~Slash Item: Lax Incense Ability: Inner Focus ~Sheer Cold ~Crunch ~Blizzard ~Protect Strategy: Double Kick guards against Rock, and Crunch guards against Psychic. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Shell Bell Ability: Rain Dish ~Rain Dance ~Giga Drain ~Surf/Hydro Pump ~Nature Power Item: Leftovers Ability: Sturdy ~Thunder ~Tri Attack ~Thunder Wave ~Screech Strategy: Rain Dance activates Rain Dish and jacks up Thunder. Then, attack away! ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: King's Rock Ability: Sturdy ~Aerial Ace ~Steel Wing ~Roar ~Metal Sound/Spikes Item: Chesto Berry Ability: Sand Stream ~Earthquake ~Crunch ~Rock Slide ~Rest Strategy: Skarmory won't get hit by Earthquake or Sand Stream. Aerial Ace also guards against Fighting, and Rock Slide guards against Fire. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Static ~Thunder Wave ~Attract ~Double Team/Substitute/OMIT ~Thunderbolt/HP Grass Item: Leftovers Ability: Volt Absorb ~Confuse Ray ~Attract ~Double Team/Substitute/OMIT ~Surf/Ice Beam Strategy: Double annoyers. Both genders will attract everything attracted, and confuse ray is more accurate than sweet kiss. Heavy in defense to protect from a random Earthquake out of nowhere. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Protect ~Toxic ~Ice Beam/Flamethrower/Thunderbolt ~Barrier Item: Leftovers Ability: To Be Determined ~Earthquake ~Rock Slide ~Protect ~Brick break Strategy: First Turn, Mewtwo Toxics, and Tyran Protects, just to see what moves the opponent is planning. You can either switch accordingly, or hit em hard with some well planned moves. Next Turn, Tyran Earthquakes and Mewtwo Protects for the same reason as Tyran. For the next few turns just have mewtwo Barrier, and Tyran Rock Slide. Next turn you do Mewtwo Protect and Tyran Quake. Keep alternating from these to combos . This combo can take out a good 2-4 pokemon depending on PP. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Ingrain ~Leech Seed ~Giga Drain ~OMIT @Lefties Item: Leftovers Ability: To Be Determined ~Psychic ~Toxic ~Reflect ~Light Screen Strategy: Evil. Meganium heals almost half of it's HP every turn. Mr. Mime is there for more tankage. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Chlorophyll ~Sunny Day ~Skill Swap ~Poisonpowder ~Solarbeam Item: Leftovers Ability: Shell Bell ~Facade ~Slack Off ~Shadow Ball/Earthquake/Rock Slide ~Shadow Ball/Earthquake/Rock Slide Strategy: First Vilplume uses Sunny Day to speed up then Slacking Skill Swaps Abilitys So hes fast and doesn't lose turns then you posin Slacking and Facade for lots of Damage cuz your posined and all. Finally, Heal when necessary. We can change Vileplume for Exeggutor, since it can learn Poisonpowder, Sunny Day, AND Skill Swap. And since it's Exeggutor with the Skill Swap now, it can swap Traunt with the opponent, making it harder for it to attack. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Surf ~Ice Beam ~Earthquake ~HP Ghost Item: Leftovers Ability: To Be Determined ~Flamethrower ~Brick Break ~Aerial Ace ~HP Electric Strategy: This is specificaly made for really fast battles, so the longer this battle goes on, the chance of you winning decreases. But here's the trick, these movesets get rid of all seventeen types. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Levitate ~Mimic ~Taunt ~Torment ~Substitute/Swagger/Toxic/OMIT Item: Leftovers Ability: To Be Determined ~Dig ~Toxic ~Acid Armor ~Shadow Punch/OMIT Strategy: Toxic both opponants, and on the same turn muk digs, weezing mimics that. Because of levitate, weezing won't be hit by ground attacks, which it's weak to. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: To Be Determined Ability: To Be Determined ~Fire Punch ~Thunder Punch ~Ice Punch ~False Swipe Item: To Be Determined Ability: To Be Determined ~Recover ~Attract ~Ice Beam ~Surf Strategy: To Be Determined. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Thunderbolt ~Protect ~Hidden Power Ice ~Light Screen Item: Leftovers Ability: To Be Determined ~Agility ~Eartquake ~Reflect ~Explosion Item: Leftovers Ability: To Be Determined ~Thunderbolt ~Substitute ~Psychic ~Will-O-Wisp Strategy: Mostly people attack zapdos. using protect its some annoying losing some pp. then we should agility all the way. next is up to reflect en light screen to set up. then protect with zapdos or switch to gengar then using explosion will hurt both the oppenent. sure of all if its dont a big deal then we should use quaketate. and thunderbolt right away. only b00ming if there is danger. very risky but it will mostly work. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: King's Rock Ability: Clear Body ~Thunder Punch ~Eartquake ~Agility ~Rock Slide Item: King's Rock Ability: Intimidate ~Rock Slide ~Hidden Power Flying / Aerial Ace ~Body Slam / Dragon Dance ~Headbutt / Hydro Pump Strategy: Metagross is covering salamence weaknesses and it can take of water pokeys that mostly hold ice beam. finish them of with a thunder punch and rock slide further if you agility once you can flinch the oppenent al the way with rock slide + covering metagross weaknesses. if you want to attack use hp flying, maybe the pokemon resist rock slide so you can doheavy damage with headbutt + flinching the oppenent. you may want to scare away some al round surviving pokemon such as donphan, marowak etc. you can use hydro pump instead of Headbutt. eartquake on metagross is a nice thing in combo with salamence. hydro pump and rock slide takes cover off fire pokemon, intimidate of offensive ground attack. overall, good teamwork. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Serene Grace ~Softboiled ~Blizzard ~Aromatherapy ~Ice Beam Item: Leftovers Ability: Serene Grace ~Softboiled ~Blizzard ~Psychic ~Thunderbolt Strategy: Some random freezers. blizzard normally haves 30% chance of freezing + hurt both opponents. now serene grace is there there is 60% chance + they hit both double. its almost 100% freezing. further some defensive moves and you have boltbeam that hurts al pokemon except magneton, lanturn and shedinja. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Water Absorb ~Thunderbolt/Rest/Protect ~Ice Beam ~Psychic/Sleep Talk/Perish Song ~Surf Item: Leftovers Ability: Synchronize ~Psychic ~Thunderbolt/Fire Punch ~Calm Mind ~Hypnosis/Destiny Bond/Mean Look Strategy: This perfectly cover each other. perish trapping is pssible but its hard to get that done. nothing can resist this attacks without being a special tank. first of all you have boltbeam. that covers al pokemon except: magneton, lanturn, shedinja and special tanks. then you have fire punch that takes away Magneton and shedinja. psychic takes away lanturn. surf for rock pokemon protection etc etc. further psychic covers fighting pokemon that can hurt lapras too. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Suction Cups ~Toxic/Giga Drain/Ancient Power/Double Team/Filler ~Barrier ~Amnessia ~Recorver Item: Leftovers Ability: To Be Determined ~Wish/Moonlight ~Protect/Mean Look ~Psych Up ~Baton Pass Item: Leftovers Ability: To Be Determined ~Thunderbolt/Recorver ~Ice Beam/Recorver ~Surf/Recorver/Substitute ~Psychic/Recorver Strategy: Simple and very easy. But very risky due to critical hits. pass a stat to a non defensive mon that should have great defensis now + it should be able to recorver if it isnt critical hitted. also can be used by other attaking mon such as: Mewtwo, Alakazam, Primeape and friends. maybe substitute can also help in some moveslots if you dont want to be critical hitted. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Shell Bell Ability: Lightningrod ~Earthquake ~Rock Slide ~Roar ~OMIT Item: Lefties Ability: Intimidate ~Surf ~Thunder Wave ~Thunderbolt ~Ice Beam Strategy: Electric moves go straight to rhydon, and Thunder Wave should slow them down just enough to let rhydon sweep. Simple and effective. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: To Be Determined ~Dragon Dance ~Aerial Ace/Hidden Power Flying ~Overheat/Fire Blast ~Ancient Power/Rock Slide Item: Leftovers Ability: Thick Fat ~Cross Chop/Helping Hand ~Fake Out ~Knock Off/Protect/Helping Hand ~Eartquake/Helping Hand Strategy: Just take a fake out on the pokemon that may can getting rayquaza down. use a dragon dance and finish the rayquaza defeater off. further some quaketect and quaktate with hariyama. helping hand is also handy for giving rayquaza ohko's against nasty swampert and friends. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Lum Berry Ability: Magnet Pull ~Earthquake ~Rock Slide ~Thunder Wave ~Explosion Item: Leftovers Ability: To Be Determined ~Sunny Day ~Heat Wave ~Hidden Power Grass ~Protect Strategy: Basically, Steel types are screwed . Heat Wave and Earthquake are both supereffective against Steel types, who can't leave, and maybe can't attack, assuming they're paralyzed. Lum Berry is for synchronizers, plus Leftovers is a wee bit counteractive. Protect is for when Nosepass explodes (duh) and HP grass is mostly for water types, or basically anything that poses a danger to either pokemon (as they have similar weaknesses) Thunder Wave can easily be removed for other stuff, but the speed drop gives Nosepass the advantage if it needs to use Explosion. Of course, Steel types aren't that common, nor are people with more than one steel type on their team... ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Chloryphyll Poisonpowder Psychic Ancientpower HP Water Item: Leftovers Ability: Guts Facade Megahorn Brick Break Swords Dance/Bulk Up Strategy: Poisonpower Heracross, then abuse Guts/Facade like crazy. If Heracross were to raise it's attack beforehand, it could OHKO anything that isn't a ghost type, or called Steelix, Skarmory, Regirock or anything else with a skyhigh defence. The other moves should be used if they are super effective against an opponent. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Suction Cups ~Recorver ~Swagger ~Barrier ~Rock Slide Item: Scope Lens Ability: To Be Determined ~Safeguard ~Aeroblast ~Shadow Ball/Ancient Power/Iron Tail ~Recorver Stategy: With safeguard lugia cant be paralyzed and be swaggerd away by cradily. it also has superior defense to stay some turns in the field. with scope lens you will almost always score a critical hit with aeroblast + swagger gives you a mega boost everyturn while you can attack. only some ice moves gives some problems. but aeroblast kills almost every pokemon with a base power of 300. that is even stronger then explosion. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Scope Lens Ability: Blaze ~Rock Slide ~Endure ~Reversal ~Focus Energy Item: Salac Berry Ability: Serene Grace ~Skill Swap ~Flamethrower ~Sunny Day ~Endure Strategy: Basically, Skill Swap with Blaziken as Blaziken uses Focus Energy. Blissey uses Sunny Day and Blaziken attacks or uses Endure. When Blissey eventually gets enough damage, use Endure, and with Blaze and Sunny Day, Flamethrower should do enough. Blaziken just sweeps what it can. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Salac Berry Ability: To Be Determined ~Psychic ~Helping Hand ~Double Team ~Morning Sun Item: Ganlon Berry Ability: To Be Determined ~Helping Hand ~Faint Attack ~Confuse Ray ~Moonlight Strategy: umbreon confuses and espeon psychic attacks against something with high sp def: umbreon helping hands and espeon psycihcs against a fighting type: umberon uses helping hand and espeon psychics against a ghost or psychic: espeon helping hands whiler umbreon uses faint attack against a dark: this teams only major weakness espeon should double team till its maxed while umbreon confuse rays then faint attacks then once both opponents are confused and double team is fully operational espeon helping hands and faint attacks. heal when neccesary. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Thick Club Ability: Lightningrod ~Swords Dance ~Earthquake ~Brick Break ~Aerial Ace Item: Leftovers Ability: Inner Focus ~Ice Beam ~Thunderbolt ~HP Dark ~Light Screen/Thunder Wave/Roar Strategy: This team is super effective to all the types. Also, with a separate physical and special sweeper, the destruction is maximized. Marowak, holding the attack-doubling Thick Club, causes major damage with a super effective move or just sweeps with a Swords Dance-boosted, STAB'd Earthquake. Also, Marowak's Lightningrod protects Dragonite from any electric attacks. Dragonite either sweeps with a super effective attack or supports with Light Screen/Thunder Wave/Roar. Dragonite can also cover most of Marowak's weaknesses. The only thing that can give this team trouble is an ice pokemon, but it will hopefully cause less damage if Light Screen is up, and hopefully be wiped out by Marowak's Brick Break, or Thunderbolt if it is water. Also, other pokemon may be used instead of Marowak, such as Sandslash, Salamence, Dragonite, Armaldo, and Ursaring. However, Marowak is great because the Earthquake is STAB'd. ----------------------------------------------------------------------------------------------------------------------------------------------------- Item: Leftovers Ability: Arena Trap ~Attract ~Swagger ~Toxic ~Rock Slide/Uproar Item: Leftovers Ability: Sand Veil ~Attract ~Leech Seed ~Sandstorm ~Needle Arm/Giga Drain/Faint Attack Strategy: This team is an annoyance death trap. With Arena Trap, most pokemon are prevented from escaping. Also, if you have Dugtrio and Cacturne have opposite genders, both opponents can get attracted. Sandstorm can be used to hurt the opponents and give Cacturne an evasion boost. Also, while Toxic and Leech Seed suck the opponent's HP, they can be confused by Swagger. Dugtrio's Uproar (if you have it) has a chance of hitting Cacturne, but can be useful if you battle pokemon with Rest a lot. Otherwise, Rock Slide hits both opponents. Cacturne can also use Giga Drain (useful if Dugtrio has Uproar), Faint Attack (useful if you battle pokemon that use Double Team a lot), or Needle Arm (flinching). Needle Arm is especially useful combined with Rock Slide for increased flinching. ----------------------------------------------------------------------------------------------------------------------------------------------------- Credits Here are the authors of the teams that are posted within the guide... /{blaziken} Team: leet for /{skarmory} Team: leet for /{blaziken} Team: psycho_freak /{flygon} Team: psycho_freak /{starmie} Team: psycho_freak /{dusclops} Team: psycho_freak /{salamence} Team: psycho_freak /{breloom} Team: psycho_freak /{kingdra} Team: Kari Kagome & Mewtwo /{moltres} Team: Kari Kagome & Mewtwo /{nidoking} Team: Kari Kagome & Mewtwo /{charizard} Team: Kari Kagome & Mewtwo /{salamence} Team: Kari Kagome & Mewtwo /{parasect} Team: Venumeleon /{ninetales} Team: Venumeleon /{metagross} Team: Groudon King /{ninjask} Team: Groudon King /{crobat} Team: Groudon King /{glalie} Team: Groudon King /{castform} Team: Groudon King /{castform} Team: Groudon King /{golduck} Team: Groudon King /{slowbro} Team: Achilles /{gorebyss} Team: Achilles /{dugtrio} Team: Achilles /{sceptile} Team: Achilles /{charizard} Team: Achilles /{dusclops} Team: sN0wBaLL /{cacturne} Team: sN0wBaLL /{gardevoir} Team: sN0wBaLL /{kingdra} Team: papersun /{torchic} Team: Benjamin /{ludicolo} Team: Benjamin /{lanturn} Team: Benjamin /{mr. mime} Team: Benjamin /{muk} Team: Benjamin /{exeggutor} Team: Benjamin /{groudon} Team: RaichuLatias /{gengar} Team: RaichuLatias /{umbreon} Team: steinerrecliner /{nidoqueen} Team: steinerrecliner /{tyranitar} Team: steinerrecliner /{quagsire} Team: steinerrecliner /{kyogre} Team: steinerrecliner /{gyarados} Team: steinerrecliner /{magmar} Team: Blaziken386 /{electrode} Team: Blaziken386 /{umbreon} Team: Blaziken386 /{glalie} Team: tessa7338 /{magneton} Team: tessa7338 /{tyranitar} Team: tessa7338 /{cacturne} Team: dragon master brandon /{ludicolo} Team: dragon master brandon /{tropius} Team: dragon master brandon /{umbreon} Team: ShadowFlygon /{slaking} Team: Aerodactyl727/Evil Pikachu /{charizard} Team: Sneaky_Sneasel /{umbreon} Team: sanctuary /{milotic} Team: sanctuary /{salamence} Team: MewQuaza /{tropius} Team: Yumecosmos /{hariyama} Team: flyquaza /{metagross}/{gengar} Team: flyquaza /{salamence} Team: flyquaza /{blissey} Team: flyquaza /{gardevoir} Team: flyquaza /{umbreon}/{starmie} Team: flyquaza /{lugia} Team: flyquaza /{moltres} Team: Mr. Saturn /{heracross} Team: Eswin /{blissey} Team: tiger10x /{dragonite} Team: Sandragon /{cacturne} Team: Sandragon NOTE: If you would like to suggest a team, please add the two pokemon, the items they hold (if there are any), their abilities, their movesets, and a brief description of their strategy. If you are lost, please use the first team (Blaziken/Roselia) as an example. Hall of Fame Rating Team Here is the team that rates if a certain team is qualified to enter the Hall of Fame... -Dr.DoubleDuel -steinerrecliner -flyquaza -Eswin -Truestar Hall of Fame Teams Team by psycho_freak Item: Lum Berry Ability: Clear Body ~Psych Up ~Explosion ~Protect ~OMIT Item: Salac Berry Ability: To Be Determined ~Belly Drum ~Foresight ~Endure ~Reversal Strategy: Another fun one. Hariyama casts BellyDrum and Metagross uses Protect. Then Metagross uses PsychUp on Hariyama and then Hariyama uses Foresight on any Ghost pokemon the enemy may have. Hariyama uses Endure while Metagross uses explosion. If any of the enemy has survived Hariyama will sweep with Reversal. EV's Speed and Attack. This is only avalible in the Emerald version. ----------------------------------------------------------------------------------------------------------------------------------------------------- Team by psycho_freak Item: Leftovers Ability: Own Tempo ~Psychic ~Surf ~Attract ~Calm Mind Item: Leftovers Ability: Sand Veil ~Teeter Dance ~Attract ~Substitue ~Needle Arm Strategy: I had this one in the Rating Centre though I will just repost it here. Anyway, Cacturne casts Teeter Dance which confuses the oppenent and Attract also annoys them. While Slowking is charging with CalmMind, Cacturne has used Substitue and is trying to flinch the opponent with NeedleArm, and recasting TeeterDance when needed to. Finally Slowking casts Surf to end the match. Basically the idea is to stall the enemy from attacking while Slowking charges (six times) and then unleashes. ----------------------------------------------------------------------------------------------------------------------------------------------------- Team by Kari Kagome & Mewtwo Item: Leftovers Ability: Rock Head ~Substitute ~Rock Slide ~Earthquake/Double-Edge ~HP Flying Item: Leftovers Ability: Chlorophyll ~Swagger ~Sleep Powder ~Helping Hand ~Leech Seed/Substitute/Protect Strategy: The first of the strat is pretty obvious: Aero subs while Jumpluff swaggers Aerodactyl. Aero gets the attack boost but not the confusion. More than often though I've found myself having Jumpluff use sleep Powder the first turn instead of Swagger. Once you feel Aerodactyl has enough swagger boosts to start beating the **** out of other pokes, just have Jumpluff use Helping Hand. Earthquake is nice on Aero seeing as Jumpluff is immune to it, but Flying/Levitate Pokemon are common in 2vs2, so Double edge works just as good. ----------------------------------------------------------------------------------------------------------------------------------------------------- Team by Kari Kagome & Mewtwo Item: Leftovers Ability: To Be Determined ~Imprison ~Hidden Power Ghost ~Earthquake ~Protect Item: Leftovers Ability: Clear Body ~Agility ~Earthquake ~Meteor Mash ~Explosion Strategy: The strategy is pretty simple. You have Metagross Agility on the first turn while Dusclops uses Imprison. As long as Dusclops is one of your 2 battling pokemon, none of your opponent's pokemon can use Protect, Earthquake, or Hidden Power (they cant use any of the 16 HP types! How evil is that?) So now Metagross is a 398+ speed demon railroading everything in sight with Meteor Mash and Earthquake (Its a good idea to have Dusclops use protect). When Metagross's hp gets low enough, just unleash the atomic bomb within and watch as your opponent screams in angst as he finds out he can't use Protect to prevent his pokemon from going down. You can kill 2 birds with one stone this way, possibly even 3 or 4 if you play your cards right. ----------------------------------------------------------------------------------------------------------------------------------------------------- Conclusions Well, that concludes my guide on 2v2 Battling. Thank you all for the support and thoughts. I hope this thread will live on . Thank you so much again! HORRAY! ~Dr.DoubleDuel |
Author: | Kari Kagome & Mewtwo [ Sat Dec 11, 2004 4:04 pm ] |
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1.) I don't know who told you that 2vs2 battles were longer, because 1vs1 battles are helluva longer than 2vs2. 2.) The only Defensive move that should really be used are protect and Follow Me. If you don't expect someone to use Follow Me in 2vs2, then you're in for an extremely hard time... not to mention 2 steps away from having your team raped apart. 3.) Earthquake and Explosion are by far the best moves in 2vs2. 4.) Defense and Stalling is almost nonexistant in 2vs2. 2vs2 is a sweeper's fest. FableZard, Zapdra, Eggytres, Gengross, Gyaramence, and Fablemence are dominant almost everywhere you go in 2vs2. |
Author: | Dr.DoubleDuel [ Sat Dec 11, 2004 5:02 pm ] |
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1) Well, most people tell me that 2v2 battles last longer. One person cannot change my mind though. If more people can back you up on that, then I will change it. 2) Okay, remember this is RSE, not FR/LG. Follow Me does not exist in Ruby and Sapphire. 3) They can and cannot be. It depends on how your opponent does. For example, one of his pokemon can have Levitate while the other has Damp. 4) Huh? I always use defensive skills in 2v2 Battles. Most always work for me. |
Author: | Nido [ Sun Dec 12, 2004 1:07 am ] |
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Dr.DoubleDuel, PM me when you make some changes, and I'll update the trainer's guide thread accordingly. |
Author: | leet for [ Sun Dec 12, 2004 1:49 am ] |
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<font color=#009ACD>can u add @Lefties AerialAce Earthquake AncientPower BulkUp @WhiteHerb Endure Reversal Flamethrower RockSlide To start this match Groudon uses Earthquake to damage all other Pokemon, Blaziken included. to prevent from dying Blaziken uses Endure to put it's HP down to 1. If SalacBerry attached then it will have a huge Speed Boost and it likely to be the fasted Pokemon in the ring. Groudon then charges SwordsDance once of twice and then sweeps with AncientPower/AerialAce since Earthquake will kill Blaziken. Blaziken one the other hand always sweeps with Reversal, though it there is a Ghost Pokemon in the ring and/or Fighting resistant Pokemon. It uses it's Fire move. The Fire move should knock the Pokemon out since it has 3 Power-Ups (STAB, Blaze, SunnyDay). EV's for Groudon should be in Attack and Speed with a Modest Nature. Blaziken should have then in Speed and split in Attack and Sp. Att and a Hasty Nature. as easy as bouncing a ball <img src="http://dynamic3.gamespy.com/~psypoke/forums/images/avatars/183703949041c15c756e4ec.gif"> |
Author: | Dr.DoubleDuel [ Sun Dec 12, 2004 5:25 am ] |
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Nido- Okie Dokie leet for- I will put Blaziken and Groudon in, but what about Lugia and Ho-oh? They aren't in RSE. Or, are you talking about FR/LG. If so, then I would have to change a few things on the guide. |
Author: | Dr.DoubleDuel [ Sun Dec 12, 2004 6:50 am ] |
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Oh, leet for, if you want your Groudon/Blaziken team to be added, please give me a brief description on why it is a good team. Follow my Blaziken/Roselia example if you have to. |
Author: | psycho_freak [ Sun Dec 12, 2004 6:03 pm ] |
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<font color=ACEACE>May I add a few Male @Lefties Own Tempo Nature Modest ~Psychic ~Surf ~Attract ~CalmMind Female @Lefties Sand Veil Nature Bold ~TeeterDance ~Attract ~Substitue ~NeedleArm I had this one in the Rating Centre though I will just repost it here. Anyway, Cacturne casts Teeter Dance which confuses the oppenent and Attract also annoys them. While Slowking is charging with CalmMind, Cacturne has used Substitue and is trying to flinch the opponent with NeedleArm, and recasting TeeterDance when needed to. Finally Slowking casts Surf to end the match. Basically the idea is to stall the enemy from attacking while Slowking charges (six times) and then unleashes. @Lefties Lightning Rod Adament Nature ~Earthquake ~RockSlide/RockBlast/HP Rock ~MegaHorn ~SunnyDay @SalacBerry Blaze Hasty Nature ~Endure ~Reversal ~Flamethrower ~OMIT I though of this one 10 minutes ago. Blaziken starts off with Endure and Rhydon with Earthquake, damaging all other Pokemon (great starter). Blaziken takes damage, though this is a good thing since his HP will go down to 1, also the SalacBerry will be activated making him one speedy demon. Now you are probably asking... why SunnDay on Rhydon? Well if you haven't noticed this duo is very vulnerable to Surf, so SunnyDay will weaking it by half, which may be enough to go out with one more turn. After that, Blaziken sweeper with Reversal usally only taking one maybe two turns at most, though if there is a Ghost pokemon Flamethrower should take it out (remember it has power-ups from Blaze, Sunnyday, and STAB). Rhydon, for the remainder of the fight, sweeps with Megahorn or it's Rock move, since Earthquake will kill Blaziken. EV's are important for Blaziken, they are to be put in Speed and Attack. @Lefties Levitate ~Earthquake ~RockSlide/HP Rock ~Crunch ~DragonClaw @Lefties Levitate ~Earthquake ~RockSlide/HP Rock ~Crunch ~DragonClaw Not much to say about this one. Classic 2v2 physical sweeping gang. All you got to do is go EQ crazy! And if you stumble apon a Flying type just hit it with your Rock move. Crunch and DragonClaw should take care of most of the Levitating typs (all except Weezing). EV's go in Attack and Speed. @KingsRock Modest ~ThunderWave ~Substitue ~RainDance ~Surf @KingsRock Modest ~ConfuseRay ~Substitue ~Surf ~Psychic An annoyer/special sweeper combo. Once both enemies have paralysis and confusion and both Starmies are hiding behind Substitue, there is little that the enemy can do to damage you. RainDance is then cast to amplify the power of Surf. Refresh ConfuseRay when needed. Sweep with Surf hoping for a flinch. Psychic is also there for all those water resistant types. This battle should last only a few turns, there is little the enemy can do to stop you. EV's in Speed and Special Attack. @Lefties/Lum Traunt Adament Nature ~BulkUp ~SlackOff ~Return ~BrickBreak @Lefties Pressure AdamentNature ~SkillSwap ~ShadowBall ~OMIT/ConfuseRay ~OMIT/Curse/Toxic A fun one. Slaking starts charging with BulkUp and Dusclops uses SkillSwap on Slaking and then again on the most threatening Pokemon the enemy has. While Slaking is charging with BulkUp it may have to heal with SlakOff. Once Slaking has charged up 3-6 times start sweeping with Return/BrickBreak. Dusclops is also sweeping with ShadowBall though it may also want to use other supporting moves such as ConfuseRay to annoy the opponent. EV's should be in HP and Attack. @ShellBell Modest Nature ~Flamethrower ~IceBeam ~ThunderBolt ~Surf @ShellBell ~Crunch ~Earthquake ~AerialAce ~BrickBreak The two dragons that hit everything (super effective), except Weezing and Sableye as well as maybe some others ones that I havn't thought of right know. Anyway, very straight forward. Dragonite is the special sweeper and Salamence is a mixture of both, the only reason why Salamence has Crunch is because it is the only thing that will hit Ghost and Psychic, too bad it can't learn ShadowBall. @LumBerry Adament Nature ~PsychUp ~Explosion ~Protect ~OMIT @SalacBerry Hasty Nature ~BellyDrum ~Foresight ~Endure ~Reversal Another fun one. Hariyama casts BellyDrum and Metagross uses Protect. Then Metagross uses PsychUp on Hariyama and then Hariyama uses Foresight on any Ghost pokemon the enemy may have. Hariyama uses Endure while Metagross uses explosion. If any of the enemy has survived Hariyama will sweep with Reversal. EV's Speed and Attack. This is only avalible in the Emerald version. @LumBerry Synchronize Modest Nature ~DreamEater ~CalmMind ~ThunderWave ~OMIT @Lefties Adament Nature ~Spore ~BrickBreak ~SwordDance/BrickBreak ~OMIT This is kind of like the Gardevoir and Clefable one you already have. Breloom casts Spore on the opponent while Gardevoir is charging with CalmMind. Gardevoir then sweeps with DreamEater and Breloom charges up with SwordDance/BulkUp. Spore is reused if the opponent awakes. BrickBreak is then used by Breloom to finish things off if Gardevoir already hasn't with DreamEater. I will add more later. |
Author: | Dr.DoubleDuel [ Sun Dec 12, 2004 6:30 pm ] |
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Wow, nice teams. Thanks PF. I will add them, just not now, I am sort of busy. Thanks though. |
Author: | Kari Kagome & Mewtwo [ Sun Dec 12, 2004 7:55 pm ] |
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Dr.DoubleDuel wrote: 1) Well, most people tell me that 2v2 battles last longer. One person cannot change my mind though. If more people can back you up on that, then I will change it. Suit yourself Quote: 2) Okay, remember this is RSE, not FR/LG. Follow Me does not exist in Ruby and Sapphire. RSE and Fr/Lg count as one generation. In case you've forgotten, RSE, colloseum, and Fr/Lg are 100% compatable with each other. Quote: 3) They can and cannot be. It depends on how your opponent does. For example, one of his pokemon can have Levitate while the other has Damp. And what if both of those pokemon are killed? Whats to stop you from Quaking/Exploding then? Quote: 4) Huh? I always use defensive skills in 2v2 Battles. Most always work for me. I never said Defensive skills never worked. Hell, Follow Me and Imprisonclops are defensive, and those work nicely in 2vs2 nowadays. But if you can, add this strat, because it just works and is downright evil when played right: @;Leftovers Rain Dance, HP Ice, Thunder, Protect @;cheri berry Hydro Pump, Ice Beam, Protect, HP Grass Yes, I know you need to trade with Fr/Lg to get Zapdos, but as I said, RSFLE is all one generation. Anyway, Kingdra protects, Zapdos rain dances. Kingdra now has 500+ speed and a 180 base Hydro Pump that kills almost everything in one hit. HP grass is there in case any freaky Quagsires with water absorb come along. And Zapdos now gets a 100% acc Thunder that isn't affected by evasion. Of course any electric pokemon could take Zapdos's place, but zapdos is ideal as it is the only electric poke with immunity to ground moves. And as I said, earthquake is one of the most used moves in 2vs2. |
Author: | Venumeleon [ Sun Dec 12, 2004 9:48 pm ] |
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I only have 2 things to say: It's called Air Cutter, not Air Center. Scary Face reduces Speed, not Defense. |
Author: | leet for [ Mon Dec 13, 2004 3:58 pm ] |
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<font color=#009ACD>Nido your sig don't work so here's the link < img src="http://img.photobucket.com/albums/v602/mick_mick/Nido.jpg" > <img src="http://img.photobucket.com/albums/v602/mick_mick/Nido.jpg"> |
Author: | Dr.DoubleDuel [ Mon Dec 13, 2004 7:01 pm ] |
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Okay, I will change all the stuff later today. I can't right now though. I got swamped with homework and me and my family are going Christmas shopping. Anyway, yeah, I will change later. P.S... Kari Kagome & Mewtwo: Thank you for the help and concern you gave to this guide. Would you like me to add you to the Credits (I am adding this later today)? |
Author: | Dr.DoubleDuel [ Mon Dec 13, 2004 10:03 pm ] |
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Okay, I changed like 90% of what you guys wanted. Tell me if i missed something please. |
Author: | Mr. Saturn [ Tue Dec 14, 2004 12:47 pm ] |
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I'm no 2vs2 master, but I think this might be a plausible pokemon combo @ Lum Berry Trait = Magnet Pull Earthquake Rock Slide Thunder Wave Explosion @ Leftovers Sunny Day Heat Wave Hidden Power Grass Protect basically, Steel types are screwed . Heat Wave and Earthquake are both supereffective against Steel types, who can't leave, and maybe can't attack, assuming they're paralyzed. Lum Berry is for synchronizers, plus Leftovers is a wee bit counteractive. Protect is for when Nosepass explodes (duh) and HP grass is mostly for water types, or basically anything that poses a danger to either pokemon (as they have similar weaknesses) Thunder Wave can easily be removed for other stuff, but the speed drop gives Nosepass the advantage if it needs to use Explosion. Of course, Steel types aren't that common, nor are people with more than one steel type on their team... but, I'm rambling... |
Author: | leet for [ Tue Dec 14, 2004 4:28 pm ] |
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<font color=#009ACD>you forgot my team i explained it in my first post and took out the lugia ho-oh team |
Author: | Dr.DoubleDuel [ Tue Dec 14, 2004 4:44 pm ] |
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Mr. Saturn: Great! I will add laters. I cannot do now cuz of school (stupid stupid homework -.-). leet for: I know, I am just waiting for your description of the team. |
Author: | Dr.DoubleDuel [ Tue Dec 14, 2004 4:48 pm ] |
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leet for: Oh, I am sorry, I didn't see that you changed your post. Umm... Yes, I can see the description, but please make it more clarified. I cannot understand all that mathy stuff. If you don't mind, just explain their advantages and explain the use of their abilities and moves. |
Author: | Kari Kagome & Mewtwo [ Tue Dec 14, 2004 9:52 pm ] |
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sure, might as well add me. I've got a few more 2vs2 strats up my sleeve. @leftovers Adamant Nature Imprison, Hidden Power (Ghost), Earthquake, Protect @leftovers Adamant Nature Agility, Earthquake, Meteor Mash, Explosion The strat is pretty simple. You have Metagross Agility on the first turn while Dusclops uses Imprison. As long as Dusclops is one of your 2 battling pokemon, none of your opponent's pokemon can use Protect, Earthquake, or Hidden Power (they cant use any of the 16 HP types! How evil is that?) So now Metagross is a 398+ speed demon railroading everything in sight with Meteor Mash and Earthquake (Its a good idea to have Dusclops use protect). When Metagross's hp gets low enough, just unleash the atomic bomb within and watch as your opponent screams in angst as he finds out he can't use Protect to prevent his pokemon from going down. You can kill 2 birds with one stone this way, possibly even 3 or 4 if you play your cards right. @;cheri berry/leftovers Solar Beam, Psychic, Sleep Powder, Hidden power (Fire) @;leftovers Fire Blast, Sunny Day, Mimic, Heat Wave Have Moltres use sunny day on the first turn out while exeggutor induces sleep on one of your opponent's pokes. Next, have Eggy Solarbeam all you want it to with its newfound 400+ speed thanks to chlorophyll. If you like being sneaky, have Moltres use Mimic on Eggy the same turn Eggy uses Solarbeam, and now you have double the solar power. Fire Blast + Moltres's high SA power plus STAB should be more than enough to kill a whole bunch of opponent's pokemon. Heat Wave is there for the purpose of being able to hit both opponents at the same time, but at half power. Most of the time you should be using Fire Blast or SolarBeam instead, but Heat Wave is nice when you know you can kill both opponents in one hit. |
Author: | leet for [ Wed Dec 15, 2004 1:50 am ] |
Post subject: | Re: 2v2 Battling Guide |
psycho_freak wrote: {starmie} @KingsRock
Modest ~ThunderWave ~Substitue ~RainDance ~Surf @KingsRock Modest ~ConfuseRay ~Substitue ~Surf ~Psychic An annoyer/special sweeper combo. Once both enemies have paralysis and confusion and both Starmies are hiding behind Substitue, there is little that the enemy can do to damage you. RainDance is then cast to amplify the power of Surf. Refresh ConfuseRay when needed. Sweep with Surf hoping for a flinch. Psychic is also there for all those water resistant types. This battle should last only a few turns, there is little the enemy can do to stop you. EV's in Speed and Special Attack. and i re did my first post |
Author: | psycho_freak [ Wed Dec 15, 2004 2:11 am ] |
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Starmie can learn Substitute just ckeck here: http://dynamic3.gamespy.com/~psypoke/dex/pokedex.php?id=121&view=all All Pokemon can learn Substitue except the ones that can't learn any TM's(Magikarp, Weedle, Unown, etc). |
Author: | Dr.DoubleDuel [ Wed Dec 15, 2004 5:16 am ] |
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Kari Kagome & Mewtwo: Cool! I will add later again. I fell asleep yesterday and forgot to update the guide. Now it is almost time for school. Oh wells, thanks anyway. leet for: I didn't make up that team. psycho_freak did. |
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